From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- .../SampleBase/blast/BlastFamilyModelSimple.cpp | 708 ++++++++++----------- 1 file changed, 354 insertions(+), 354 deletions(-) mode change 100644 => 100755 samples/SampleBase/blast/BlastFamilyModelSimple.cpp (limited to 'samples/SampleBase/blast/BlastFamilyModelSimple.cpp') diff --git a/samples/SampleBase/blast/BlastFamilyModelSimple.cpp b/samples/SampleBase/blast/BlastFamilyModelSimple.cpp old mode 100644 new mode 100755 index 167ff36..61feec8 --- a/samples/SampleBase/blast/BlastFamilyModelSimple.cpp +++ b/samples/SampleBase/blast/BlastFamilyModelSimple.cpp @@ -1,354 +1,354 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#include "BlastFamilyModelSimple.h" -#include "RenderUtils.h" -#include "DeviceManager.h" -#include "Renderer.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastTkActor.h" -#include "NvBlastTkAsset.h" -#include "PxRigidDynamic.h" - -using namespace physx; - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SimpleRenderMesh -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class SimpleRenderMesh : public IRenderMesh -{ -public: - SimpleRenderMesh(const SimpleMesh* mesh) : m_mesh(mesh) - { - m_device = GetDeviceManager()->GetDevice(); - - m_inputDesc.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - - m_numVertices = static_cast(mesh->vertices.size()); - m_numFaces = static_cast(mesh->indices.size()); - - // VB - { - D3D11_SUBRESOURCE_DATA vertexBufferData; - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = mesh->vertices.data(); - - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); - } - - // Health Buffer - { - // fill with 1.0f initially - std::vector healths(mesh->vertices.size()); - std::fill(healths.begin(), healths.end(), 1.0f); - - D3D11_SUBRESOURCE_DATA vertexBufferData; - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = healths.data(); - - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices); - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer)); - } - - // IB - if (m_numFaces) - { - D3D11_SUBRESOURCE_DATA indexBufferData; - - ZeroMemory(&indexBufferData, sizeof(indexBufferData)); - indexBufferData.pSysMem = mesh->indices.data(); - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; - bufferDesc.ByteWidth = sizeof(uint32_t) * m_numFaces; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); - } - } - - ~SimpleRenderMesh() - { - SAFE_RELEASE(m_healthBuffer); - SAFE_RELEASE(m_vertexBuffer); - SAFE_RELEASE(m_indexBuffer); - } - - - void render(ID3D11DeviceContext& context) const - { - context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - - UINT strides[2] = { sizeof(SimpleMesh::Vertex), sizeof(uint32_t) }; - UINT offsets[2] = { 0 }; - ID3D11Buffer* buffers[2] = { m_vertexBuffer, m_healthBuffer }; - context.IASetVertexBuffers(0, 2, buffers, strides, offsets); - - - context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); - - if (m_indexBuffer) - context.DrawIndexed(m_numFaces, 0, 0); - else - context.Draw(m_numVertices, 0); - } - - const std::vector& getInputElementDesc() const { return m_inputDesc; } - - const SimpleMesh* getMesh() { return m_mesh; } - - void updateHealths(const std::vector& healths) - { - ID3D11DeviceContext* context; - m_device->GetImmediateContext(&context); - - // update buffer - { - D3D11_MAPPED_SUBRESOURCE mappedRead; - V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); - memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size()); - context->Unmap(m_healthBuffer, 0); - } - - } - - -private: - - ID3D11Device* m_device; - - ID3D11Buffer* m_vertexBuffer; - ID3D11Buffer* m_healthBuffer; - ID3D11Buffer* m_indexBuffer; - uint32_t m_numFaces; - uint32_t m_numVertices; - - std::vector m_inputDesc; - - const SimpleMesh* m_mesh; -}; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// BlastFamilyModelSimple -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc) - : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer) -{ - // materials - auto materials = blastAsset.getRenderMaterials(); - - // model - const BlastModel& model = blastAsset.getModel(); - - // create render mesh for every BlastModel::Chunk::Mesh and renderable with it - const std::vector& modelChunks = model.chunks; - m_chunks.resize(modelChunks.size()); - for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++) - { - const std::vector& meshes = modelChunks[chunkIndex].meshes; - std::vector& renderMeshes = m_chunks[chunkIndex].renderMeshes; - std::vector& renderables = m_chunks[chunkIndex].renderables; - renderMeshes.resize(meshes.size()); - renderables.resize(meshes.size()); - for (uint32_t i = 0; i < meshes.size(); i++) - { - renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh); - - uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex; - Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *materials[materialIndex]); - renderable->setHidden(true); - renderables[i] = renderable; - - } - } - - // initialize in position - initialize(desc); -} - -BlastFamilyModelSimple::~BlastFamilyModelSimple() -{ - // release all chunks - for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++) - { - std::vector& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++) - { - m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]); - SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]); - } - } -} - -void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor) -{ - // separate color for every material - std::vector colors; - - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t r = 0; r < renderables.size(); r++) - { - if (colors.size() <= r) - colors.push_back(getRandomPastelColor()); - - renderables[r]->setHidden(false); - renderables[r]->setColor(colors[r]); - } - } -} - -void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor) -{ - const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); - const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector& renderables = m_chunks[chunkIndex].renderables; - for (Renderable* r : renderables) - { - r->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform); - } - } -} - -void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor) -{ - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector& renderables = m_chunks[chunkIndex].renderables; - for (Renderable* r : renderables) - { - r->setHidden(true); - } - } -} - -void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor) -{ - TkActor& tkActor = actor.getTkActor(); - const TkAsset* tkAsset = tkActor.getAsset(); - - const float* bondHealths = tkActor.getBondHealths(); - uint32_t nodeCount = tkActor.getGraphNodeCount(); - if (nodeCount == 0) // subsupport chunks don't have graph nodes - return; - - std::vector nodes(tkActor.getGraphNodeCount()); - tkActor.getGraphNodeIndices(nodes.data(), static_cast(nodes.size())); - - const NvBlastChunk* chunks = tkAsset->getChunks(); - const NvBlastBond* bonds = tkAsset->getBonds(); - - const NvBlastSupportGraph graph = tkAsset->getGraph(); - const float bondHealthMax = m_blastAsset.getBondHealthMax(); - - std::vector healthBuffer; - - for (uint32_t node0 : nodes) - { - uint32_t chunkIndex = graph.chunkIndices[node0]; - - if (chunkIndex >= m_chunks.size()) - continue; - - std::vector& meshes = m_chunks[chunkIndex].renderMeshes; - const auto& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t i = 0; i < meshes.size(); ++i) - { - if(renderables[i]->isHidden()) - continue; - - SimpleRenderMesh* renderMesh = meshes[i]; - - const SimpleMesh* mesh = renderMesh->getMesh(); - healthBuffer.resize(mesh->vertices.size()); - - for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++) - { - PxVec3 position = mesh->vertices[vertexIndex].position; - float health = 0.0f; - float healthDenom = 0.0f; - - for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++) - { - uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex]; - uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex]; - float bondHealth = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f); - const NvBlastBond& solverBond = bonds[bondIndex]; - const PxVec3& centroid = reinterpret_cast(solverBond.centroid); - - float factor = 1.0f / (centroid - position).magnitudeSquared(); - - health += bondHealth * factor; - healthDenom += factor; - } - - healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f; - } - - renderMesh->updateHealths(healthBuffer); - } - } -} +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. + + +#include "BlastFamilyModelSimple.h" +#include "RenderUtils.h" +#include "DeviceManager.h" +#include "Renderer.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastExtPxActor.h" +#include "NvBlastTkActor.h" +#include "NvBlastTkAsset.h" +#include "PxRigidDynamic.h" + +using namespace physx; + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SimpleRenderMesh +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +class SimpleRenderMesh : public IRenderMesh +{ +public: + SimpleRenderMesh(const SimpleMesh* mesh) : m_mesh(mesh) + { + m_device = GetDeviceManager()->GetDevice(); + + m_inputDesc.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + m_inputDesc.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + m_inputDesc.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + + m_numVertices = static_cast(mesh->vertices.size()); + m_numFaces = static_cast(mesh->indices.size()); + + // VB + { + D3D11_SUBRESOURCE_DATA vertexBufferData; + ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); + vertexBufferData.pSysMem = mesh->vertices.data(); + + D3D11_BUFFER_DESC bufferDesc; + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); + } + + // Health Buffer + { + // fill with 1.0f initially + std::vector healths(mesh->vertices.size()); + std::fill(healths.begin(), healths.end(), 1.0f); + + D3D11_SUBRESOURCE_DATA vertexBufferData; + ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); + vertexBufferData.pSysMem = healths.data(); + + D3D11_BUFFER_DESC bufferDesc; + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices); + bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_DYNAMIC; + + V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer)); + } + + // IB + if (m_numFaces) + { + D3D11_SUBRESOURCE_DATA indexBufferData; + + ZeroMemory(&indexBufferData, sizeof(indexBufferData)); + indexBufferData.pSysMem = mesh->indices.data(); + + D3D11_BUFFER_DESC bufferDesc; + + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; + bufferDesc.ByteWidth = sizeof(uint32_t) * m_numFaces; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); + } + } + + ~SimpleRenderMesh() + { + SAFE_RELEASE(m_healthBuffer); + SAFE_RELEASE(m_vertexBuffer); + SAFE_RELEASE(m_indexBuffer); + } + + + void render(ID3D11DeviceContext& context) const + { + context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + + UINT strides[2] = { sizeof(SimpleMesh::Vertex), sizeof(uint32_t) }; + UINT offsets[2] = { 0 }; + ID3D11Buffer* buffers[2] = { m_vertexBuffer, m_healthBuffer }; + context.IASetVertexBuffers(0, 2, buffers, strides, offsets); + + + context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); + + if (m_indexBuffer) + context.DrawIndexed(m_numFaces, 0, 0); + else + context.Draw(m_numVertices, 0); + } + + const std::vector& getInputElementDesc() const { return m_inputDesc; } + + const SimpleMesh* getMesh() { return m_mesh; } + + void updateHealths(const std::vector& healths) + { + ID3D11DeviceContext* context; + m_device->GetImmediateContext(&context); + + // update buffer + { + D3D11_MAPPED_SUBRESOURCE mappedRead; + V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); + memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size()); + context->Unmap(m_healthBuffer, 0); + } + + } + + +private: + + ID3D11Device* m_device; + + ID3D11Buffer* m_vertexBuffer; + ID3D11Buffer* m_healthBuffer; + ID3D11Buffer* m_indexBuffer; + uint32_t m_numFaces; + uint32_t m_numVertices; + + std::vector m_inputDesc; + + const SimpleMesh* m_mesh; +}; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// BlastFamilyModelSimple +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc) + : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer) +{ + // materials + auto materials = blastAsset.getRenderMaterials(); + + // model + const BlastModel& model = blastAsset.getModel(); + + // create render mesh for every BlastModel::Chunk::Mesh and renderable with it + const std::vector& modelChunks = model.chunks; + m_chunks.resize(modelChunks.size()); + for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++) + { + const std::vector& meshes = modelChunks[chunkIndex].meshes; + std::vector& renderMeshes = m_chunks[chunkIndex].renderMeshes; + std::vector& renderables = m_chunks[chunkIndex].renderables; + renderMeshes.resize(meshes.size()); + renderables.resize(meshes.size()); + for (uint32_t i = 0; i < meshes.size(); i++) + { + renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh); + + uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex; + Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *materials[materialIndex]); + renderable->setHidden(true); + renderables[i] = renderable; + + } + } + + // initialize in position + initialize(desc); +} + +BlastFamilyModelSimple::~BlastFamilyModelSimple() +{ + // release all chunks + for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++) + { + std::vector& renderables = m_chunks[chunkIndex].renderables; + for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++) + { + m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]); + SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]); + } + } +} + +void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor) +{ + // separate color for every material + std::vector colors; + + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + uint32_t chunkIndex = chunkIndices[i]; + std::vector& renderables = m_chunks[chunkIndex].renderables; + for (uint32_t r = 0; r < renderables.size(); r++) + { + if (colors.size() <= r) + colors.push_back(getRandomPastelColor()); + + renderables[r]->setHidden(false); + renderables[r]->setColor(colors[r]); + } + } +} + +void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor) +{ + const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); + const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + uint32_t chunkIndex = chunkIndices[i]; + std::vector& renderables = m_chunks[chunkIndex].renderables; + for (Renderable* r : renderables) + { + r->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform); + } + } +} + +void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor) +{ + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + uint32_t chunkIndex = chunkIndices[i]; + std::vector& renderables = m_chunks[chunkIndex].renderables; + for (Renderable* r : renderables) + { + r->setHidden(true); + } + } +} + +void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor) +{ + TkActor& tkActor = actor.getTkActor(); + const TkAsset* tkAsset = tkActor.getAsset(); + + const float* bondHealths = tkActor.getBondHealths(); + uint32_t nodeCount = tkActor.getGraphNodeCount(); + if (nodeCount == 0) // subsupport chunks don't have graph nodes + return; + + std::vector nodes(tkActor.getGraphNodeCount()); + tkActor.getGraphNodeIndices(nodes.data(), static_cast(nodes.size())); + + const NvBlastChunk* chunks = tkAsset->getChunks(); + const NvBlastBond* bonds = tkAsset->getBonds(); + + const NvBlastSupportGraph graph = tkAsset->getGraph(); + const float bondHealthMax = m_blastAsset.getBondHealthMax(); + + std::vector healthBuffer; + + for (uint32_t node0 : nodes) + { + uint32_t chunkIndex = graph.chunkIndices[node0]; + + if (chunkIndex >= m_chunks.size()) + continue; + + std::vector& meshes = m_chunks[chunkIndex].renderMeshes; + const auto& renderables = m_chunks[chunkIndex].renderables; + for (uint32_t i = 0; i < meshes.size(); ++i) + { + if(renderables[i]->isHidden()) + continue; + + SimpleRenderMesh* renderMesh = meshes[i]; + + const SimpleMesh* mesh = renderMesh->getMesh(); + healthBuffer.resize(mesh->vertices.size()); + + for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++) + { + PxVec3 position = mesh->vertices[vertexIndex].position; + float health = 0.0f; + float healthDenom = 0.0f; + + for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++) + { + uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex]; + uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex]; + float bondHealth = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f); + const NvBlastBond& solverBond = bonds[bondIndex]; + const PxVec3& centroid = reinterpret_cast(solverBond.centroid); + + float factor = 1.0f / (centroid - position).magnitudeSquared(); + + health += bondHealth * factor; + healthDenom += factor; + } + + healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f; + } + + renderMesh->updateHealths(healthBuffer); + } + } +} -- cgit v1.2.3